View Full Version : [SOLVED] Trinity gobject turn & move

02-07-2014, 01:12 PM

can anyone make a fix for the Trinity gameobject command ".gobject turn" & ".gobject move" make ?

02-07-2014, 02:11 PM
I cant recall them ever working.
And if they did, it was in TBC or before that ..
"fixing" them would probably mean spawning the same gameobject in a different position. This spends guids though.

02-07-2014, 02:23 PM
In Mangos & ArcEmu i think the commands work and yes with "fixing" i mean to move or turn the Object without change the GUID.

I try it with:

GameObject* objNew = new GameObject;
uint32 guidLow = go->GetGUIDLow();
uint32 objEntry = go->GetEntry();
Map* objMap = go->GetMap();
uint32 objPhase = go->GetPhaseMask();
float objScale = go->GetObjectScale();

//Get location
float x, y, z, o;
go->GetPosition(x, y, z, o);

//Destory Object

//Create New guidLow
//uint32 guidLow = sObjectMgr->GenerateLowGuid(HIGHGUID_GAMEOBJECT);

if (!objNew->Create(guidLow, objEntry, objMap, objPhase, x, y, z, orientation, 0.0f, 0.0f, 0.0f, 0.0f, 0, GO_STATE_READY, 0U, objScale))
delete objNew;
return 0;
objNew->SaveToDB(objMap->GetId(), (1 << objMap->GetSpawnMode()), objPhase);
if (!objNew->LoadGameObjectFromDB(guidLow, objMap))
delete objNew;
return 0;
sObjectMgr->AddGameobjectToGrid(guidLow, sObjectMgr->GetGOData(guidLow));

but this dont work :(

02-07-2014, 02:41 PM
Doesnt work on mangos nor Trinity
Dont know about arcemu and cant test it.

Basically I think the commands work on all cores as long as you relog.
It may be a client restriction.

Hmm, seems I was able to re spawn the gameobject.
So what I did was delete the object and then spawn it to the new location.
This means that there should be an easier way to relocate the object as well

Ah, I see. I was in an instance.
This means that it probably isnt possible to do without spending guids : |